Files
sbox-public/engine/Sandbox.Engine/Scene/Components/Audio/BaseSoundComponent.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

93 lines
3.1 KiB
C#

using Sandbox.Audio;
namespace Sandbox;
[Expose]
[Tint( EditorTint.Green )]
public abstract class BaseSoundComponent : Component
{
/// <summary>
/// The mixer we want this sound to play through
/// </summary>
[Property]
public MixerHandle TargetMixer { get; set; }
[Property, Group( "Sound" )] public SoundEvent SoundEvent { get; set; }
[Property, Group( "Sound" )] public bool PlayOnStart { get; set; } = true;
[Property, Group( "Sound" )] public bool StopOnNew { get; set; } = false;
[Property, ToggleGroup( "SoundOverride" )] public bool SoundOverride { get; set; } = false;
[Range( 0, 1 ), Property, Group( "SoundOverride" )] public float Volume { get; set; } = 1.0f;
[Range( 0, 2 ), Property, Group( "SoundOverride" )] public float Pitch { get; set; } = 1.0f;
[Property, Group( "SoundOverride" )] public bool Force2d { get; set; } = false;
[Property, ToggleGroup( "Repeat" )] public bool Repeat { get; set; } = false;
[Property, Group( "Repeat" )] public float MinRepeatTime { get; set; } = 1.0f;
[Property, Group( "Repeat" )] public float MaxRepeatTime { get; set; } = 1.0f;
[Property, ToggleGroup( "DistanceAttenuationOverride", Label = "Override Distance Attenuation" )] public bool DistanceAttenuationOverride { get; set; } = false;
[Property, Group( "DistanceAttenuationOverride" )] public bool DistanceAttenuation { get; set; } = false;
[Property, Group( "DistanceAttenuationOverride" ), AudioDistanceFloat] public float Distance { get; set; } = 512f;
[Property, Group( "DistanceAttenuationOverride" )] public Curve Falloff { get; set; } = new Curve( new( 0, 1, MathF.PI, -MathF.PI ), new( 1, 0 ) );
[Property, ToggleGroup( "OcclusionOverride", Label = "Override Occlusion" )] public bool OcclusionOverride { get; set; } = false;
[Property, Group( "OcclusionOverride" )] public bool Occlusion { get; set; } = false;
[Range( 0, 256 ), Property, Group( "OcclusionOverride" )] public float OcclusionRadius { get; set; } = 32.0f;
[Property, ToggleGroup( "ReflectionOverride", Label = "Override Reflection" )] public bool ReflectionOverride { get; set; } = false;
[Property, Group( "ReflectionOverride" )] public bool Reflections { get; set; } = false;
protected SoundHandle SoundHandle;
internal SoundHandle SoundHandleInternal => SoundHandle;
public virtual void StartSound() { }
public virtual void StopSound() { }
protected void ApplyOverrides( SoundHandle h )
{
if ( !h.IsValid() )
return;
h.TargetMixer = TargetMixer.Get( h.TargetMixer );
if ( SoundOverride )
{
h.Volume = Volume;
h.Pitch = Pitch;
h.ListenLocal = Force2d;
}
if ( OcclusionOverride )
{
h.Occlusion = Occlusion;
h.OcclusionRadius = OcclusionRadius;
}
if ( DistanceAttenuationOverride )
{
h.DistanceAttenuation = DistanceAttenuation;
h.Distance = Distance;
h.Falloff = Falloff;
}
if ( Force2d )
{
h.Position = Vector3.Forward * 10.0f;
h.Occlusion = false;
h.AirAbsorption = false;
h.DistanceAttenuation = false;
h.Transmission = false;
}
}
[Group( "Sound" ), Button( "Test Sound", "play_arrow" ), HideIf( nameof( this.SoundEvent ), null ), WideMode]
protected void TestSound()
{
StopSound();
StartSound();
}
}